rawinput: reimplement analog relative mode and delay (#674)

## Link to GitHub Issue or related Pull Request, if one exists
#181 

## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.

## Testing
WIP
This commit is contained in:
bicarus
2026-05-04 22:50:11 -07:00
committed by GitHub
parent 5f94ef4478
commit 96950b6b4e
13 changed files with 250 additions and 132 deletions
+34 -21
View File
@@ -679,38 +679,45 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
}
// deadzone
// do not apply deadzone to circular analogs since it doesn't make sense
if (analog.isDeadzoneSet() && analog.getType() != AnalogType::Circular) {
// do not apply deadzone to circular analogs since it doesn't make sense (except in relative mode)
if (analog.isDeadzoneSet() &&
(analog.getType() != AnalogType::Circular || analog.isRelativeMode())) {
value = analog.applyDeadzone(value);
}
if (analog.getType() == AnalogType::Circular) {
// integer multiplier
value = analog.applyMultiplier(value);
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
if (analog.isRelativeMode()) {
value = analog.getRelativeModeValue(value);
// smoothing
if (analog.getSmoothing()) {
} else {
// integer multiplier
value = analog.applyMultiplier(value);
// preserve direction
if (rads >= M_TAU) {
rads -= 0.0001f;
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
// smoothing
if (analog.getSmoothing()) {
// preserve direction
if (rads >= M_TAU) {
rads -= 0.0001f;
}
// calculate angle
rads = analog.getSmoothedValue(rads);
}
// calculate angle
rads = analog.getSmoothedValue(rads);
}
// sensitivity
if (analog.isSensitivitySet()) {
rads = analog.applyAngularSensitivity(rads);
}
// sensitivity
if (analog.isSensitivitySet()) {
rads = analog.applyAngularSensitivity(rads);
// apply to value
value = rads * (float) M_1_TAU;
}
// apply to value
value = rads * (float) M_1_TAU;
}
} else {
// sensitivity
@@ -760,6 +767,12 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
value = std::clamp(value, 0.f, 1.f);
}
}
// delay
if (analog.getDelayMs() > 0) {
value = analog.getDelayedValue(value);
}
break;
}
case rawinput::MIDI: {